W101 Spell Ideas:
Balance- Archetype [Card Manipulation]
In 120 levels of Wizard 101 we have seen all kinds of effects: buffs and debuffs, heals and attacks-all of which contribute to the game we know and love. One of the few concepts that wizard 101 has yet to explore in depth is direct card manipulation. This is likely due to the fact that unlike other ccg games Wizard 101 has unlimited card draw mechanics. Wizards completely fill up their hand on the next round while also having access to a sideboard that is a 1 for 1 trade. As a result, reshuffle is the only direct card manipulation spell we have, something I hope this post will change.
In order to bring some new mechanics to the table I have invented a few spell Archetypes for each school that are related to different aspects of Direct Card Manipulation. Each of these Archetypes will augment a particular aspect of the school. I invented a school limited 4 pip attack, a school limited 6 pip attack and a pure 2 pip manipulation spell that can be trained by other schools (given for free to that school and trainable by the other schools for one training point). Since direct card effects are not often felt immediately these cards will be at or slightly above dpp and/or leverage powerful effects for their cost.
A seven part series with a single school focus for each article. First up we have the Balance School with it’s Archetype [Card Manipulation].
Balance School [Card Manipulation]
Archetype [Card Manipulation]
Description: Much like Reshuffle the Balance school’s Archetype will focus on manipulation of cards both for themselves and their opponent. I chose this archetype for Balance because it has always been a school with large potential for control. These spells augment it’s ability to be more controlling while also satisfying Balance’s concept of changing the rules of combat.
Name: Obscured Vault
Cost: 4 pips
Description: 400 balance damage to a single target, place one random card 4 pips or less from opponent’s discard pile to your hand, change school symbols to balance.
Explanation: A card that allows you to take one of your opponent’s resources as your own while doing decent damage. Note that all school symbols of the stolen card(s) are changed to Balance, leading to some interesting potential.
Name: Desert Blindness
Cost: 6 pips
Description: 470 prism damage to all enemies- change all cards in opponents hand to match school of damage dealt
Explanation: A powerful AoE spell that severely curtails opponents options by making their cards into off school cards (meaning no power pip use). Prism Damage is a unique mechanic that deals damage based on the opposing school of your opponent. Meaning on a Storm opponent it will do Myth damage etc. If used on a Balance opponent it will select a Random school. If used on an Astral Monster it will change to shadow damage. If used on a Shadow Monster it will change to a Random Astral Damage. If used on a dual school monster it will change into a random school from one of the three triangles not used (elemental, spiritual or astral)
Cost: 2 pips
Description: Discard all cards in hand, choose cards from deck to replace cards immediately. (Self Only)
Explanation: The ultimate card for setting up exactly what you need. This card lets you tailor your hand to your specifications. The turn ends after you have selected your cards. When the card is cast your deck is laid out at the side of you as a scrollable menu(names only) you select the cards from your deck and the amount till your hand is filled. You are given 40 additional seconds from time of cast when this spell is used. If you run out of time when selecting cards your hand fills as normal. Once the card is selected and amount inputed you cannot change it. This card is balanced by the fact that you must discard your entire hand before you choose and this action consumes a round. This card can also be trained by players not of the Balance school for one training point.
What Do You Think of These Concepts?
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